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TIGSource ForumsDeveloperPlaytestingDUSTERS - Greenlight!
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Highlandcoo
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« on: August 25, 2015, 03:13:18 PM »

"Born in dust, raised in darkness, we are humanity's last stand, we are Dusters."

- Anon






In a post apocalyptic wasteland, sentient machines have taken over the earth. Humanity survives, hidden in the ruins, and must scavenge to survive.

Dusters is developed in Gamemaker Studio for Windows OS.

DUSTERS is inspired by XCOM, RETURN FIRE, DESERT STRIKE and COMMAND AND CONQUER.


Key Features
    
  • Design your own underground base. Build Dormitories, Armouries and Research Labs.
  • Gather resources and rescue personnel from the surface to expand your base.
  • Battle in real time for control of the map.
  • Upgrade and Customise your vehicles and weaponry from scavenged resources.
  • Craft new Vehicle Hull's, Weapons, Engines and Armor.



Please note this is a VERY early alpha build containing the basic tutorial and some of the basic features. It is intended to demonstrate gameplay and is not indicative of the final product. It will crash, and you will hate it. Smiley





I'd really appreciate your comments and criticism - if you think this is a bad game, or just a bad implementation of a good idea - please say so!
 
Thanks for reading!
 
Ross Edgar.
Highland Gaming.

« Last Edit: September 17, 2015, 08:18:16 PM by Highlandcoo » Logged

Highlandcoo
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« Reply #1 on: August 26, 2015, 02:55:37 PM »

UPDATED!


- update dust to be like the main menu *DONE
- add enemy wreckage *DONE
- wreckage needs to fade out after a while *DONE
- add flames to damaged enemy and enemy wreckage *DONE
- explosion lights show for too long *DONE
- explosion lights are too blurry for the art style *DONE
- wreckage shadows are too long *FIXED
- enemies are drawn below the surface bunker *FIXED
- made the low batt and weapon temp warnings more prominent *DONE
- increase radius the player can wander during airstrike mission *DONE
- reset screenshake during room transfer *DONE
- small containers should get picked up by running over them *DONE
- add pickups when enemies are destroyed *DONE - enemies now drop metal in small amounts
- add new game to main menu *DONE - currently this just loads the tutorial map but you will not see the tutorial messages
- add urban terrain *DONE
- collisions are causing the vehicle to slow down and get "sticky" *FIXED
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codejoy
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« Reply #2 on: August 26, 2015, 07:57:12 PM »

This concept is awesome.  I understand it is an alpha build and small things (like my mission was to get metal, and there was none on the map, so I couldn't really do anything... or couldn't figure out how to get back into the base).

In either case, I love all the influences and felt them.

Building cool buildings like radars (command and conquer) could give you more map to explore.  Upgrading or picking new vehicles would be awesome..throw in a nod to the battlezone reboot and make your dude pop out when your car explodes and maybe he can run around slowly and try to commandeer another vehicle.  So far this is awesome, one to watch...looks like you are on a good track.





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Highlandcoo
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« Reply #3 on: August 27, 2015, 11:19:58 AM »

Thanks Codejoy - I suspect that the metal WAS there, but that you could not easily find it!

To remedy this I have updated the minimap to
- cover a larger area
- have actual icons representing the pickups

.."should" make things a little easier!

Oh and you can press M to bring up the whole map. There SHOULD have been a little "hint" message popping up intermittantly during the game which actually SAYS that.. but it was broken. Also Fixed! Smiley
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Highlandcoo
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« Reply #4 on: September 02, 2015, 06:11:39 AM »

UPDATED!

MAJOR CHANGES
- changed the way sectors are captured. Now at least once per day a massive assault bot will spawn and march towards a contested sector. If it is not destroyed before it reaches the capture point, the sector is lost.
- changed the way metal and people are obtained. Now cargo vessels are generated which you need to intercept and destroy to obtain metal and people.

MINOR CHANGES
- updated enemy missiles to "lead" the player properly *DONE
- need to fade in from black to the title screen to give particles time to propgate *DONE
- update minimap pickup icons to indicate what they are *DONE
- increase the radius of the minimap *DONE
- move the scenery impact effect particle from the machineGun object into the global system(performance) *DONE
- airstrike needs to overfly the target, not the view *DONE
- add functionality to disable some game objects when outside of radius (performance) *DONE
- add black fade behind messages, map and armoury *DONE
- add a grapical effect for weapon overheating *DONE
- if the vehicle is destroyed, the battle controller is not being flagged to refresh the map. *FIXED
- enemy alerted text is drawn above all other GUI elements *FIXED
- engine sound needs to be killed when room ends *FIXED
- add an exit button to the map screen *DONE
- picking up objects required pixel-perfect manuveres. I've changed this so you just need to be in the general vicinity. *FIXED
- small pickups (loot!) will now drift towards the player if you are close enough *DONE
- too many waves being generated if a scanner spots you, reduced this dramatically *DONE
- should we add a UI element to the vehicle GUI to show number of free/contested/enemy sectors. Yes. *DONE
- the little "hint" messages are not appearing correctly in normal single player *FIXED
- stop a towed pickup from bouncing around at the back *FIXED
- need a real crosshair for the weapon *DONE
- when the game is started, the message GUI exit button and the map GUI exit button are both clickable. *FIXED
- the count of free/captured/contested sectors is wrong *FIXED
- crosshairs needs to be a GUI element ABOVE the lighting surface *DONE
- add GUI arrow to indicate the direction of an assault *DONE
- prevented enemy base turrets drawing as individual contacts on the minimap *FIXED
- increased max speed when towing cargo *DONE
- count of free sectors is wrong *FIXED
- increased zoom level on surface (now you can see more of the action yay!) *DONE
- add lightning storm weather effect *DONE
- added small chance for enemies to drop batteries *DONE
- stop enemies from dropping > 1 loot pickup *FIXED
- cargo vessels needs to drop people as well as metal pickups *FIXED
- there needs to be a max number of cargo vessels in the level *FIXED
- prevent assault appearing in first day of tutorial *FIXED
- the world map tutorial needs updated *DONE
- prevent people being available to rescue when you have zero living space *DONE
- the people tutorial needs updated *DONE
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Highlandcoo
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« Reply #5 on: September 04, 2015, 07:57:30 AM »

UPDATED!

- map screen needs a title *DONE
- add hint messages when moving between surface/underground *DONE
- cargo vessels are not correctly colliding with the terrain *FIXED
- corrected shadows from terrain, enemies *DONE
- various visual enhancements * DONE
- it was possible to create a person by pressing Q *FIXED
- fixed an issue preventing vehicles turning when reversing *FIXED
- add game over if all sectors are lost *DONE
- need to add lighting to large enemies *DONE
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Highlandcoo
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« Reply #6 on: September 15, 2015, 09:21:41 PM »

UPDATED!

MAJOR CHANGES
- added enemy base infiltration. Now you can approach enemy bunkers and enter them. When you enter an enemy base
you switch to a side-on view. You are armed with an EMP rifle which will DISABLE but NOT DESTROY assimilated humans.
Note - there is not currently anything to collect in the bases, that comes later when crafting is implemeted.

MINOR CHANGES
- removed ugly room borders and replaced with prettier placeholders *DONE
- increased vehicle combat level size * DONE
- cargoships spinning before death looks silly *FIXED
- leaving the level border now causes damage over time. *DONE
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Highlandcoo
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« Reply #7 on: September 17, 2015, 08:17:54 PM »

Dusters is now live on greenlight!

If you want to see us on Steam - we need your votes!
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Highlandcoo
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« Reply #8 on: September 23, 2015, 06:55:23 AM »

UPDATED!

 

MAJOR CHANGES
- the armory is now accessible from the start of the game, no extra buildings are required.
- updated tutorial to take into account that armory is available from the start
- added autoLaser weapon

MINOR CHANGES
- add guns to the enemy structures * DONE
- increase HP of enemy structures [remember to reset structure HP at end of day] *DONE
- add game win if all sectors are cleared *DONE
- enemy structures now "level up", it is beneficial to recapture sectors as early as possible *DONE
- reduce spawn rate of assaults and cargo *DONE
- add damaged texture to structure radiators *DONE
- need GUI element to display state of current sector *DONE
- enemy bases should also scan for the player *DONE
- added additional impact effects when player vehicle is hit *DONE
- there is somekind of bug with the scanner timer, I think it is continuing to count down into negative values? *FIXED
- in surface view have a small circle icon for the mouse, joined to the cross hair with a line so that the cross hair and the mouse are distiguishable *DONE
- add auto laser I weapon to current armory inventory *DONE
- Remove Vehicle upgrades from current armory inventory *DONE
- during tutorial prevent deploy vehicle until you access armory *DONE
- pickups and enemies are being obscured by some terrain items *FIXED
- if you quit out a game, return to main menu, then start the tutorial, sometimes the camera will slowly move. *FIXED*
- stop the crosshairs vibrating around *DONE*
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